A muted oil painting under a pale, almost colourless sky. A traveller in a grey cloak with a pack on his back stands with his back to the viewer at the point where a stone kerbed gravel road stops and low scrub begins. The far distance dissolves into haze with no horizon visible.

A made road, kerbed and metalled, running out into open ground with nothing on the other side of it. This is as near as most people ever come to learning there is another side.

In one line

The Forge is not one world but many, lying alongside each other, and the rules are not the same in all of them — which is a thing almost nobody living in one of them ever finds out.
Five small painted sketches pasted at angles on aged cream paper, each labelled with a world's name: Aerthos, a walled village among ploughed fields; Kethara, a wagon caravan on a dry road; Tangi, green volcanic islands and an outrigger canoe; Thalassia, grey open ocean with one small boat; and Earth, a wet road at night with a lorry parked beneath a lamp.

Drawn as examples. How many there are is not known.

How it works

Each world sits at its own pitch, and where two lie close together they rub, and the rubbing is what magic is made of. A world with near neighbours has power to spare. A world whose neighbour has emptied out is running down: spells cost more, gifts arrive unreliable, gods thin and die. A world with nothing close has almost none, and working there is ruinous rather than impossible. Nothing crosses easily. Ordinary travel simply fails at the boundary. What crosses is a gate built for it, or a god who can afford the passage, and neither is common.

An aged printed plate headed WHERE TWO LIE CLOSE, THEY RUB. Three groups of plain circles: two green discs almost touching with dense hatching in the gap, labelled CLOSE NEIGHBOURS, POWER TO SPARE; a pair with one disc drawn faint and nearly colourless, labelled A NEIGHBOUR EMPTIED OUT, SPELLS COST MORE, GIFTS ARRIVE UNRELIABLE, GODS THIN AND DIE; and a single ochre disc alone in blank paper, labelled NOTHING CLOSE, WORKING HERE IS RUINOUS RATHER THAN IMPOSSIBLE. A small note reads DRAWN AS EXAMPLES. HOW MANY THERE ARE IS NOT KNOWN. Across the foot: NOTHING CROSSES EASILY. A GATE BUILT FOR IT, OR A GOD WHO CAN AFFORD THE PASSAGE.

Three pairs of discs and one rule: where two worlds lie close together they rub, and the rubbing is what magic is made of. Let a neighbour empty out and everything costs more. The plate draws examples and says plainly that nobody knows how many there are.

A colossal ancient stone gate standing alone in open grassland, grass growing in its joints, with ordinary hills and sky visible straight through its arch and four small figures walking past on a track without looking up.

Nothing crosses easily. A gate built for it, or a god who can afford the passage.

Where it comes from

Nobody knows, and that includes the gods, who came after whatever began it and remember none of it. A world's eldest gods are its longest survivors, not its founders, and cannot tell you either. The arrangement is simply how things are, the way weather is, and it is old enough that nothing now alive holds an account of it.

Who knows it

Almost nobody. The gods know. A mortal who has been close enough to a god for long enough may be taught it. Someone who has actually crossed carries it for as long as the crossing lasts. Everyone else lives their whole life in one world and has no word for the arrangement at all — which is why you will read a great many of these books before anyone in one says it out loud.

Where you'll meet it

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